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libobs-d3d11: Fix vertex buffer bug
It was using the point buffer for points, normals, colors, tangents, instead of using their specific buffers
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@ -52,13 +52,13 @@ void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
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PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point");
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if (shader->hasNormals)
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PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
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PushBuffer(buffers, strides, normalBuffer, sizeof(vec3),
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"normal");
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if (shader->hasColors)
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PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
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PushBuffer(buffers, strides, colorBuffer, sizeof(uint32_t),
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"color");
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if (shader->hasTangents)
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PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
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PushBuffer(buffers, strides, tangentBuffer, sizeof(vec3),
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"tangent");
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if (shader->nTexUnits <= uvBuffers.size()) {
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for (size_t i = 0; i < shader->nTexUnits; i++) {
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